﻿using CubeCube.World.Generator;
using System.Collections.Generic;

namespace CubeCube.Configuration
{
    public class ConfigWorldGenerator
    {
        public string name;
        public string beginChunk;
        //不同地形的generators
        public Dictionary<string, CubeWorldGenerator> generators;
        //chunk周边的产生其他chunk类别的概率
        public Dictionary<string, List<KeyValuePair<int, string>>> neighborChunk;
    }
}